44 xAxis[1], yAxis[1], zAxis[1],
45 xAxis[2], yAxis[2], zAxis[2]);
void setStiffness(int index, btScalar stiffness, bool limitIfNeeded=true)
void setDamping(int index, btScalar damping, bool limitIfNeeded=true)
void setLinearUpperLimit(const btVector3 &linearUpper)
void enableSpring(int index, bool onOff)
void setAngularUpperLimit(const btVector3 &angularUpper)
void setAngularLowerLimit(const btVector3 &angularLower)
void setLinearLowerLimit(const btVector3 &linearLower)
void setEquilibriumPoint()
btHinge2Constraint(btRigidBody &rbA, btRigidBody &rbB, btVector3 &anchor, btVector3 &axis1, btVector3 &axis2)
void setValue(const btScalar &xx, const btScalar &xy, const btScalar &xz, const btScalar &yx, const btScalar &yy, const btScalar &yz, const btScalar &zx, const btScalar &zy, const btScalar &zz)
Set the values of the matrix explicitly (row major)
The btRigidBody is the main class for rigid body objects.
const btTransform & getCenterOfMassTransform() const
btVector3 can be used to represent 3D points and vectors.
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.